R2Northstar / NorthstarMods

Squirrel scripts used to recreate server-side gamelogic and add custom content to the game.
MIT License
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Fix transferring active Stim ability to Titan and endless stim effects #864

Open Gazyi opened 2 months ago

Gazyi commented 2 months ago

In current version, if pilot has active Stim ability when embarking Titan, it'll be "transfered" to Titan. That's mostly noticeable when Stim has increased duration. Tested with applied "bc_super_stim" mod. Notice Titan max velocity change after activating Stim:

https://github.com/user-attachments/assets/4564c568-9f30-41fa-af02-5e4eb647250d

PR also applies fix for endless stim not having visual effects and sound not looping. However, there's still a problem with sound - sometimes even TF|1 looping sound stops working. I can't find a cause of this, but I suspect there's a limit of active sounds on entity, because it stops playing after pilot received a lot of damage.

GeckoEidechse commented 2 months ago

This adds a new modified vanilla file, right? ^^

Gazyi commented 2 months ago

This adds a new modified vanilla file, right? ^^

Yes.

GeckoEidechse commented 2 months ago

Which VPK/path? Cause then I fixup the PR to add that file first and then layer change on top of it. That way it's easier to see what got changed and gets the PR merged faster :D

Gazyi commented 2 months ago

Which VPK/path? Cause then I fixup the PR to add that file first and then layer change on top of it. That way it's easier to see what got changed and gets the PR merged faster :D

englishclient_mp_common.bsp.pak000_dir.vpk/scripts/vscripts/weapons/sh_stim.gnut

Alystrasz commented 1 week ago

@Gazyi could you provide instructions on how to test this PR? (especially on the bc_super_stim mod part)

NachosChipeados commented 1 week ago

@Alystrasz 1. Call in your titan

  1. Type give mp_ability_heal bc_super_stim in the console
  2. Get in your titan

bc_super_stim is just a weapon mod for the stim, used for a TF1 burncard that just extends its lenght

Gazyi commented 1 week ago

I don't see any difference with and without this PR:

Looks like previous version only stops endless stim effects, should be fixed with new commit. Check velocity with cl_showpos 1.

Could you also give additional instructions to test the endless stim effect fix?

As Pilot, type script EndlessStimBegin( GetPlayerArray()[0], STIM_EFFECT_SEVERITY ) or script StimPlayer( GetPlayerArray()[0], USE_TIME_INFINITE ) in console.

GeckoEidechse commented 3 days ago

Finally added the corresponding vanilla file and updated the PR accordingly o7